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La realidad del aborto en Latinoamérica y el mundo

4. Marco sociohistórico

4.1 La realidad del aborto en Latinoamérica y el mundo

Th is armor is arranged much like the Kendo armor described above, except that it is designed to provide protection in real warfare. It is made of metal and hardened leather plates, usually brightly ornamented with decorative enamels.

CREATING WEAPONS

Powers Used In Weapon Creation

Th e HERO System Powers used to create most weapons and armor described in this section include:

Armor (either for armor suits or to provide a weapon with protection for the hand holding it);

Entangle (for nets);

Flash (for metsubishi and other blinding weapons);

Hand-To-Hand Attack;

Hand-To-Hand Killing Attack (times with “Ranged” Advantage, some-times with +1 Increased STUN Multi-plier);

Ranged Killing Attack (sometimes bought with Autofi re, such as with small shuriken); and

Stretching (to give extra range to some long melee weapons).

Telekinesis and Change Environment (for dropped marbles).

Hand-To-Hand Versus Killing Damage

Many weapons are built as Normal Damage attacks instead of Killing Damage attacks. In the chart above, Normal Damage weapons are built with the Hand-To-Hand Attack Power, while Killing Damage weapons are built with the Hand-To-Hand Attack Power. Th rown weapons take the Ranged Advantage (+½). Ranged-only Killing-damage weap-ons are built with the Ranged Killing Attack Power.

See page 405 of the HERO System 5th Edition, Revised for rules on adding damage to weapons.

New Limitations

Th e new Limitations that have been intro-duced in this section are all examples of the “Lim-ited Use” Limitation. Th ey include:

Value Description

Weapon Does Less Damage From Added STR:

Th e weapon receives +1 DC for every 10 STR above STR Min. Th is is a Limitation for weapons in Heroic campaigns. It simulates weapons deliberately designed to do less damage than they could otherwise.

-1 Cannot Be Used To Cause Damage: Th is Limitation for Telekinesis indicates a form of TK that does no damage at all. (It’s still pos-sible to harm someone by shoving him over a cliff , though.)

SAMURAI ARMOR

Name Hit Resistant Weight of Armor Locations Defense (kg) Hachi/Shikoro

(Helm/Shoulders) 4-5 6 1

Happuri (Facemask) 3 6 .5

Kote (Sleeves) 6-7 4 1

O-Sode (Shoulers) 9 6 2

Tateage

(Breastplate) 10-13 6 9.5 Haidate (Apron) 14-15 6 2.5 Sune-ate (Greaves) 16-17 4 .75 Th is armor has a Limitation: it is Half Value Versus Guns (-¼). For instance, the Hachi and Shikoro, DEF 6 versus most attacks, is only DEF 3 versus bullets.

-2 Only To Th row Target To Ground: Th is Limi-tation to Telekinesis means the power cannot be used to carry people or objects around, to catch someone who is falling, and so forth. It is distinct from “Cannot Be Used To Cause Damage,” and the two Limitations can be taken together on a TK power.

Only Aff ects Characters On Th e Ground: Th is Limitation on an Attack Power means it does no harm to characters not touching the ground. You can use it to simulate an electrical attack that requires the character be grounded, or to build attacks where the character must step on some object to receive the damage.

Only To Grab: Th is Limitation on Stretching means the character cannot use it to Strike his target, only Grab and manipulate him.

-2 Only Protects One Location (or Two Locations):

Th is is a Limitation for Defense Powers in campaigns using the Hit Locations chart. Th e builder of the power defi nes which one loca-tion is protected, or which two are protected.

Each location covered must be one of the number locations on the Hit Locations chart;

a character cannot say “Th is armor covers two of my locations, Head and Shoulders” because Head is already three locations (3-5) and Shoulders is another (9), making that a total of four locations. Th is Limitation roughly cor-responds to an 8- Activation Roll.

varies Must Be Aimed At Specifi c Location Or Has No Eff ect: Th is Limitation on any Attack Power means the power does not work if it strikes the wrong location. Th is Limitation only applies in campaigns using the Hit Locations chart. Th e value for the Limitation depends on how hard the location usually is to hit. If the Hit Location modifi er is usually a -1 to a -3, there is no Limitation. If it is usually a -4 to a -5, there is a -¼ Limitation. If it is usually a -6 to a -7, there is a -½ Limitation. If it is usually -8 or worse, there is a -¾ Limitation. Th e user of this power can increase his chance to hit by striking from ambush, which usually reduces the Hit Location penalties for aiming at spe-cifi c hit locations.

Must Follow A Successful Grab Maneuver: Th is Limitation for any Attack Power means the character cannot use the power unless he has Grabbed his target. If the target is not in his grasp, he cannot use the power.

Half Value Versus Guns: Th is Limitation to Resistant Defense Powers means bullets and other super-high-speed projectile attacks have an automatic Armor Piercing Advan-tage against this type of armor. (If the bullet is already Armor Piercing, then only one-fourth of the defense is applied to the weapon damage.)

Amberger, J. Christoph. Th e Secret History of the Sword

Anglo, Sydney. Th e Martial Arts of Renaissance Europe

Balin, Michael. T’ai Chi Ch’uan: Th e Martial Side Birch, Cyril. Chinese Myths and Fantasies Carella, C.J. GURPS Martial Arts

Capoeira, Nestor. Th e Little Capoeira Book

Chow, David, and Richard Spangler. Kung Fu: His-tory, Philosophy, and Technique

Clements, John. Medieval Swordsmanship

—Renaissance Swordsmanship

Corcoran, John. Th e Martial Arts Companion

—Th e Martial Arts Sourcebook

Corcoran, John, and Emil Farkas. Th e Original Martial Arts Encyclopedia: Tradition, History, Pioneers (formerly Martial Arts: Traditions, History, People)

Cowie, A.P., and A. Evison. Th e Concise English-Chinese English-Chinese-English Dictionary

Craig, Darrell. Japan’s Ultimate Martial Art: Jujitsu Before 1882

Crompton, Paul. Th e Complete Martial Arts Crompton, Paul, trans. A Dictionary of the Martial Arts, by Louis Frederic

Daniel, Charles. Kenjutsu: Th e Art of Japanese Swordsmanship

Draeger, Donn. Th e Weapons and Fighting Arts of Indonesia

Draeger, Donn, and Robert Smith. Comprehensive Asian Fighting Arts

Evangelista, Nick. Th e Encyclopedia of the Sword Finn, Michael. Martial Arts: A Complete Illustrated History

Gygax, Gary. Oriental Adventures

Hallander, Jane. Th e Complete Guide to Kung Fu Fighting Styles

Hatsumi, Masaaki. Ninjutsu: History and Tradition Hayes, Stephen. Th e Mystic Arts of the Ninja Hsieh, Douglas. Ancient Chinese Hidden Weapons In Hyuk Suh and Jane Hallander. Th e Fighting Weapons Of Korean Martial Arts

Kai, Hyõjun. All-Romanized English-Japanese Dic-tionary

Kim, Ashida. Ninja Mind Control

—Ninja Secrets of Invisibility

—Secrets of the Ninja

Lawler, Jennifer. Th e Martial Arts Encyclopedia Lee, Bruce. Th e Tao of Jeet Kune Do

Loriega, James. Sevillian Steel: Th e Traditional Knife-Fighting Arts Of Spain

Malizewski, Michael. Spiritual Dimensions of the Martial Arts

Marinas, Amante Sr. Pananandata

McCubbin, Chris, C.J. Carella, and Stephen Dedman. GURPS Martial Arts Adventures McNeil, James. Hsing-I

Park, Bok Nam, and Dan Miller. Th e Fundamentals of Pa Kua Chang

Piggott, Juliet. Japanese Mythology

Ratti, Oscar and Adele Westbrook. Secrets of the Samurai

Reid, Howard, and Michael Croucher. Th e Way of the Warrior

Soet, John. Martial Arts Around the World

Spear, Robert. Hapkido: Th e Integrated Fighting Art Stockmann, Hardy. Muay-Th ai: Th e Art of Siamese Un-armed Combat

Talhoff er, Hans. Medieval Combat

Walters, Derek. Chinese Mythology: An Encyclope-dia of Myth and Legend

Warner, Gordon and Donn Draeger. Japanese Swordsmanship: Technique and Practice Wujcik, Erick. Ninjas and Superspies

Yang, Dr. Jwing-Ming. Introduction to Ancient Chi-nese Weapons

Yates, Keith. Warrior Secrets: A Handbook of the Martial Arts

Zoran, Rebac. Th ai Boxing Dynamite: Th e Explo-sive Art of Muay Th ai

Various martial arts magazines, including Black Belt, Inside Kung Fu and its progeny, Karate/Kung Fu Illustrated, and Tae Kwon Do Times.

Various sites on the World Wide Web

BIBLIOGRAPHY

Th is Appendix contains some additional information about, and rules for, various Martial Maneuvers and other game elements frequently used by martial artist characters.

PAGE 99  RANGED MARTIAL ARTS A character can buy Ranged Martial Arts for innate Ranged attacks, like his Energy Blast

— the rules don’t require that a Ranged Martial Art involve a weapon. So, a character could develop a Ranged Martial Art for his Energy Blast or other innate/natural ranged attacks, assuming the GM didn’t object. Th e GM might, to keep things bal-anced, let the character take one Energy Blast as a free “Weapon Element,” then require the character to buy any other Ranged attack (even a similar Energy Blast with an Advantage) as a separate

“Weapon Element.”

Characters cannot buy Ranged Martial Arts for use with Mental Powers.

Ranged Martial Arts DCV bonuses only apply against Ranged attacks. Th e GM may waive this in the interest of simplicity if preferred.

If a character wants to apply Advantages or Limitations to a Ranged Martial Arts maneuver, every +1 bonus costs +3 Character Points, ever -1 penalty -3 Character Points.

PAGE 101  EXTRA DAMAGE CLASSES A character cannot take a Limitation on Extra DCs. However, if he wants to simulate a special form of attack, he could buy some Extra DCs at full price, then voluntarily restrict them to only certain Maneuvers for no point savings.

PAGE 102  WEAPON ELEMENTS

In a Superheroic game, where a character pays Character Points for his weapons, he does not have to buy the appropriate WF to use his weapons with his Martial Maneuvers. However, he does have to buy the appropriate Weapon Elements.

If a character has natural weapons — claws, fangs, or the like — he cannot automatically use his Martial Maneuvers to enhance the damage they do.

He must buy a Weapon Element, Use Art with Nat-ural Weaponry. Alternately, he could buy Martial Arts defi ned as working with his natural weaponry by default (like the Red In Tooth And Claw style in the HERO System Bestiary).

Weapon Elements And Using Martial Maneuvers To Add Damage

When a character buys Martial Arts, his Mar-tial Maneuvers work with one form of attack as a

“default.” In most cases, that attack is “barehanded STR damage.” A few styles, such as Fencing,

Kyu-jutsu, or SaiKyu-jutsu, are defi ned as working with a particular type of weapon as a default, which means they only work with that weapon — the character cannot use them barehanded.

If a character wants to expand the scope of attacks he can apply his Martial Maneuvers to, he needs to buy Weapon Elements. It may help conceptually if you think of the term “Weapon Ele-ment” as meaning “Game Element Characters Buy To Let Th em Add Martial Maneuver Damage To An Attack.”

For example, if a character has a weapon and wants to add Martial Maneuver damage and modi-fi ers to its use, he must buy an appropriate Weapon Element. If a character has claws and wants to add Martial Maneuver damage and modifi ers when he uses them, he must buy Weapon Element: Claws.

Of course, in either case the character could defi ne his Martial Maneuvers as working by default with his weapon or his claws; then he wouldn’t need a Weapon Element for that use, but would need Weapon Element: Barehanded to use the Martial Maneuvers with just his STR. (Th e same rationale applies to Ranged Martial Arts and Ranged attacks like thrown weapons or Energy Blast.)

One exception: characters can add Hand-To-Hand Attack damage to Martial Arts normally, as stated on page 185 of the HERO System 5th Edi-tion, Revised. Th is only applies to HA bought as an innate power, though — if a character uses HA to create a weapon like a club or a staff , he needs a Weapon Element to use that weapon with his Mar-tial Maneuvers.

A few Weapon Elements (e.g., Use Art In Zero Gravity, Use Art In Armor) work a little diff erently

— they function sort of as Limited forms of Envi-ronmental Movement, allowing characters to use their Martial Arts in situations where they would otherwise be unable to use them or suff er penalties.

PAGE 112  ANALYZE STYLE

Th e Analyze Style Skill in UMA lists certain benefi ts that are diff erent from the ones described in the HERO System 5th Edition, Revised rulebook.

Th ese are in addition to the benefi ts describe in the rulebook, and the character gets all the benefi ts with a single roll.

PAGE 142  MARTIAL MANEUVERS Page 425 of the HERO System 5th Edition, Revised rulebook notes that Martial Maneuvers don’t cost END. However, unless the GM rules oth-erwise, a character performing one must still pay the full normal END cost for his STR. Th is applies even if the maneuver is one that doesn’t benefi t

APPENDIX

from adding STR damage or capacity, such as a Nerve Strike.

If a character has a Martial Maneuver with two bases, such as Block-Grab or Block Th row, there may be some circumstances under which the GM would allow him to use one “part” of the maneuver without using the other. It depends on how the maneuver’s defi ned. Most Th row-based maneuvers, for example, do their damage in whole or in part by slamming the target to the ground, so not using the Target Falls element makes the maneuver mean-ingless. Some maneuvers have the “Must Follow”

element, which obviously indicates that one part of the maneuver must follow another. So, you have to look at the maneuver from the perspective of spe-cial eff ects, common sense, and dramatic sense. In light of that, the GM could allow a character to use only part of a maneuver if he wanted — but even in that case, that should be the exception, not the rule.

Maneuvers with multiple elements are packaged together specifi cally because they’re meant to be used together; a character who doesn’t want to do those things together should purchase two maneu-vers that each do one of the things the “combo”

maneuver does all at once.

A character cannot Link two or more Martial Maneuvers together.

Adding Damage

Martial Maneuvers that don’t add dice of damage — such as Killing Damage strikes, NND Strikes, Exert-based maneuvers, and so on

— cannot be used to add damage to weapons or other attacks. If the Maneuver doesn’t add DCs to an attack — if it allows the character to do a dif-ferent type of damage than Normal (e.g., Killing or NND) — it’s not going to add to weapon damage at all. Its function isn’t to add, but to diff erentiate.

Th at’s why weapons-based styles — Arnis, Fencing, Gatka, Kenjutsu, and the like — don’t have Killing Damage-based maneuvers, and why their NND maneuvers (like the Atemi Strike in Naginatajutsu) are expressed as straight damage, not a bonus to the weapon like the other Maneuvers.

PAGE 142  BLOCK

Generally, a character cannot Block an attack he cannot perceive. That means the GM has to decide on a case-by-case basis whether a character can “perceive” an attack. If the attack is Fully Invisible (including the source of the power), then a character probably has no chance to Block it. On the other hand, if the character can’t perceive the attack but can perceive his attacker gesturing at him or initiating the attack, perhaps the GM would simply apply the penal-ties for fighting an invisible attacker, or perhaps a Surprised bonus, to the Block attempt.

PAGE 143  CHOKE HOLD

A Choke Hold prevents the use of headbutts.

A Choke Hold does not cut off the victim’s senses, but might interfere with them (i.e., cause PER Roll penalties, as determined by the GM). It might cut off , or diminish the eff ectiveness of some powers (such as a sonic scream), but that’s up to the GM,

who should make the call in light of game balance considerations, common sense, and dramatic sense.

Th e GM should not let a PC turn a 4-point Martial Maneuver into a frequently-used Drain All Powers Emanating From Th e Head/Skull.

If a character has Martial Grab, or some other maneuver that adds STR to Grab, he does not get the benefi ts of that extra STR when using Choke Hold. Choke Hold and Martial Grab are completely separate Martial Maneuvers.

PAGE 143  CRUSH

Th e Crush Martial Maneuver uses the Follow element. As indicated on pages 93-94, the Follow element means the attack takes place on the Phase following the indicated maneuver/event. To use Crush, a character Grabs his target in a Phase (he could then Squeeze the target, if desired, per the usual rules for Grab). In his next Phase, provided the target hasn’t escaped, the character can attack with his Crush. Th is requires an Attack Roll (modi-fi ed by the maneuver’s OCV modi(modi-fi er, the target’s DCV penalty for being Grabbed, and so forth). If a character wants to repeatedly Crush someone, he has to make an Attack Roll each Phase he uses the maneuver.

PAGE 144  DODGE

A character could create a Martial Maneuver that combines Dodge with a Non-Exclusive Ele-ment such as Target Falls, thus allowing him to (for example) “trip” people who attack him. However, you must apply common sense when using such a Maneuver. For example, the Target Falls part of the maneuver would only aff ect HTH attackers, not persons who attack the character at range.

PAGE 144  FLYING DODGE

If a character has a Held Half Action, he may use it to use Flying Dodge. In that situation, he gets a Half Move and the +4 DCV bonus.

If a character Aborts to a Flying Dodge, he gets the Full Move worth of movement normally associ-ated with the maneuver.

If a character with Flying Dodge moves out of the way of an area-aff ecting attack, compare the inches moved to where the attack hits (typically the hex the character was formerly standing in) and the attack’s size — it’s possible that, as with a Dive For Cover, the character’s movement didn’t carry him far enough to get out of the way. If the Flying Dodge’s movement carries him beyond the area covered by the Area Of Eff ect/Explosion, then the attack doesn’t aff ect him.

If a character uses Flying Dodge to try to avoid a ranged non-area-aff ecting attack, he still gets to move and still gets a DCV bonus from the maneuver, but he’s not automatically missed — the attacker still gets a roll to hit (unlike with Dive For Cover, where the attack would automatically miss).

If it’s a HTH attack, the Attack Roll is irrelevant, since the character won’t be in HTH combat range any longer.

If a character performs a Flying Dodge to, for example, move around a corner so his attacker

cannot see him, that does not mean his attacker’s attack automatically misses. Th e HERO System combat rules model a highly dynamic situation

— two or more characters acting in the midst of battle — with a relatively rigid set of timed and controlled actions. It’s not as if one character moves while everyone else does nothing, then the next

— two or more characters acting in the midst of battle — with a relatively rigid set of timed and controlled actions. It’s not as if one character moves while everyone else does nothing, then the next